feat(progression): Attempt ledger with terminal-outcome guard (slice 2)

Attempt carries its LevelId so settlement decides First Clear vs Replay
without trusting the caller. Outcome is terminal and refuses to change:
one death costs one life, one completion banks once.

Coins.Zero/Add driven out by the ledger rather than added up front.
21 tests. ADR-0005: Playthrough settles Attempts, has no LoseLife.
This commit is contained in:
2026-07-28 18:40:20 +02:00
parent 9767941c65
commit 40bd5c1d86
6 changed files with 232 additions and 4 deletions

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# Playthrough has no LoseLife; it settles Attempts
Playthrough and Attempt are separate aggregate roots (ADR-0002), but "one death costs exactly one life" requires
ending the Attempt and decrementing lives *together*. Rather than expose bare mutators and rely on the caller to
sequence them, Playthrough exposes only what happened — `Commit(attempt)`, `SettleDeath(attempt)`,
`SettleReplay(attempt)` — each of which calls the Attempt's own `TryEnd…` internally and does nothing when it
returns false. Every operation is therefore atomic and idempotent, and there is no `LoseLife` to call from
somewhere else.
The alternative shape, `if (attempt.TryEndInDeath()) playthrough.LoseLife();`, puts the idempotency in the domain
but leaves the sequencing to the caller. A public `LoseLife` is an invitation: the code being replaced has two
paths to exactly that operation — `LivesStateHandler.RemoveLife` and `ConsoleManager` writing `Player.Lives`
directly, unclamped — because the operation existed to be called.
## Considered options
Collapsing the two into one aggregate with Attempt as an inner entity, making the atomicity structural. Rejected:
`Commit(Attempt)` already gave the shape we needed, and passing one root into another's method is a transient
reference rather than a stored association, so ADR-0002 stands unchanged.
## Consequences
- Overlapping hazards in a kill zone, or a hazard re-firing during the two seconds before `DeathScreen` reloads,
cost one life rather than two.
- `ExitDoorComponent` and `ConsoleManager.GoToNextLevelCommand` can both request completion; only the first banks.
- The application layer holds the active Attempt and passes it in. The Attempt carries its own `LevelId`, so
`Commit` decides First Clear versus Replay from the Attempt itself rather than trusting a level supplied
alongside it — finishing a Replay stops being a way to corrupt campaign position.

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@@ -73,12 +73,19 @@ Invariants to drive out with tests:
The ledger from ADR-0002: `CoinsFound`, `CoinsSpent`, `SkillsBought`, plus an outcome. The ledger from ADR-0002: `CoinsFound`, `CoinsSpent`, `SkillsBought`, plus an outcome.
- `RecordCoinsFound(Coins)` - `Attempt(LevelId level)` and `LevelId Level` — the Attempt knows which Level it is an attempt at, so
- `RecordPurchase(SkillId, Coins cost)` `Commit` decides First Clear versus Replay from the Attempt rather than from a level the caller passes alongside
- `Outcome` — `InProgress | Died | Cleared` - `Outcome` — `InProgress | Died | Cleared`
- `void RecordCoinsFound(Coins)` — silently ignores late coins once ended
- `bool TryRecordPurchase(SkillId, SkillLevel resulting, Coins cost)` — records where the skill ended up, since
one Attempt can both unlock and upgrade the same skill
- `bool TryEndInDeath()` / `bool TryEndInCompletion()` — return false if the Attempt already ended - `bool TryEndInDeath()` / `bool TryEndInCompletion()` — return false if the Attempt already ended
- No `Discard` method: discarding is throwing the object away. - No `Discard` method: discarding is throwing the object away.
The recording methods are deliberately asymmetric. A coin pickup firing after death is a real event — the player
node survives for two seconds before `DeathScreen` reloads — and its caller has nothing useful to do with a
`false`, so it returns nothing. A purchase's caller does care.
`CoinsFound` and `CoinsSpent` are both non-negative. There is no signed net value — settlement is `CoinsFound` and `CoinsSpent` are both non-negative. There is no signed net value — settlement is
`bank.Add(found).TrySubtract(spent)` in `Playthrough.Commit`, which in that order cannot go negative given `bank.Add(found).TrySubtract(spent)` in `Playthrough.Commit`, which in that order cannot go negative given
affordability was checked at purchase time. affordability was checked at purchase time.
@@ -111,8 +118,12 @@ incidental and `Health` is a public `[Export]` setter that bypasses it. Do not r
Aggregate root. `PlaythroughId`, `Lives`, `Bank`, `OwnedSkills : SkillId → SkillLevel`, `CurrentLevel : LevelId`, Aggregate root. `PlaythroughId`, `Lives`, `Bank`, `OwnedSkills : SkillId → SkillLevel`, `CurrentLevel : LevelId`,
`ClearedLevels`. `ClearedLevels`.
Operations: `LoseLife`, `Commit(Attempt)`, `CanAfford(Attempt, Coins)`, `HasCleared(LevelId)`, Operations: `Commit(Attempt)`, `SettleDeath(Attempt)`, `SettleReplay(Attempt)`, `CanAfford(Attempt, Coins)`,
`ReachableLevels(order)`, `IsRunOver`. `HasCleared(LevelId)`, `ReachableLevels(order)`, `IsRunOver`.
**There is no `LoseLife`** — see ADR-0005. Each settle operation calls the Attempt's `TryEnd…` internally and does
nothing when it returns false, so it is atomic and idempotent, and no bare mutator exists to be called from a
second place.
Raises: `LifeLost(remaining)`, `RunEnded`, `BankChanged(total)`, `SkillSetChanged`. Raises: `LifeLost(remaining)`, `RunEnded`, `BankChanged(total)`, `SkillSetChanged`.

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namespace Mr.BrickAdventures.Progression.Tests;
public class AttemptTests
{
[Fact]
public void An_attempt_cannot_die_twice()
{
// Overlapping hazards in a kill zone, or a hazard re-firing during the two seconds before
// DeathScreen reloads the scene, must not cost two lives. The Attempt refuses the second
// death, so no caller has to remember to guard against it.
var attempt = new Attempt(LevelId.Of("village_1"));
Assert.True(attempt.TryEndInDeath());
Assert.False(attempt.TryEndInDeath());
Assert.Equal(AttemptOutcome.Died, attempt.Outcome);
}
[Fact]
public void An_attempt_that_died_cannot_then_be_cleared()
{
var attempt = new Attempt(LevelId.Of("village_1"));
attempt.TryEndInDeath();
Assert.False(attempt.TryEndInCompletion());
Assert.Equal(AttemptOutcome.Died, attempt.Outcome);
}
[Fact]
public void An_attempt_that_was_cleared_cannot_then_die()
{
// The reverse of the above. Together these say a terminal outcome is final, which is what
// lets both ExitDoorComponent and the console request completion without banking twice.
var attempt = new Attempt(LevelId.Of("village_1"));
attempt.TryEndInCompletion();
Assert.False(attempt.TryEndInDeath());
Assert.Equal(AttemptOutcome.Cleared, attempt.Outcome);
}
[Fact]
public void Coins_found_after_the_attempt_ended_do_not_count()
{
// The player node survives for two seconds after death while DeathScreen counts down, so a
// coin's Area2D can still fire. That is a real event rather than an error, and it must not
// enlarge a ledger that is already settled.
var attempt = new Attempt(LevelId.Of("village_1"));
attempt.RecordCoinsFound(Coins.Of(3));
attempt.RecordCoinsFound(Coins.Of(2));
attempt.TryEndInDeath();
attempt.RecordCoinsFound(Coins.Of(100));
Assert.Equal(Coins.Of(5), attempt.CoinsFound);
}
[Fact]
public void A_purchase_after_the_attempt_ended_is_refused()
{
var attempt = new Attempt(LevelId.Of("village_1"));
attempt.TryEndInDeath();
var recorded = attempt.TryRecordPurchase(SkillId.Of("brick_throw"), SkillLevel.Of(1), Coins.Of(10));
Assert.False(recorded);
Assert.Equal(Coins.Zero, attempt.CoinsSpent);
Assert.Empty(attempt.SkillsBought);
}
[Fact]
public void Spending_more_than_was_found_this_attempt_is_recorded_not_rejected()
{
// The shortfall is drawn from the Bank when the Attempt is committed. Rejecting it here
// would make the ledger enforce a rule it cannot see — affordability spans both scopes.
var attempt = new Attempt(LevelId.Of("village_1"));
attempt.RecordCoinsFound(Coins.Of(10));
var recorded = attempt.TryRecordPurchase(SkillId.Of("magnetic"), SkillLevel.Of(1), Coins.Of(30));
Assert.True(recorded);
Assert.Equal(Coins.Of(10), attempt.CoinsFound);
Assert.Equal(Coins.Of(30), attempt.CoinsSpent);
}
[Fact]
public void Unlocking_then_upgrading_one_skill_records_the_level_it_ended_at()
{
// Both happen in the marketplace mid-Attempt. Commit applies one level per skill, so the
// ledger keeps where it ended up, while the costs accumulate.
var brickThrow = SkillId.Of("brick_throw");
var attempt = new Attempt(LevelId.Of("village_1"));
attempt.TryRecordPurchase(brickThrow, SkillLevel.Of(1), Coins.Of(10));
attempt.TryRecordPurchase(brickThrow, SkillLevel.Of(2), Coins.Of(25));
Assert.Equal(SkillLevel.Of(2), attempt.SkillsBought[brickThrow]);
Assert.Equal(Coins.Of(35), attempt.CoinsSpent);
}
}

75
progression/Attempt.cs Normal file
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namespace Mr.BrickAdventures.Progression;
/// <summary>
/// One try at a Level: a ledger of everything that happened during the try, plus how it ended.
/// Never persisted — a discarded Attempt is one that is simply thrown away.
/// </summary>
public sealed class Attempt
{
public Attempt(LevelId level) => Level = level;
/// <summary>
/// Which Level this is an attempt at. Settlement reads this rather than trusting a level
/// supplied by the caller, so finishing a Replay cannot advance campaign position.
/// </summary>
public LevelId Level { get; }
public AttemptOutcome Outcome { get; private set; } = AttemptOutcome.InProgress;
public Coins CoinsFound { get; private set; } = Coins.Zero;
/// <summary>
/// Records coins picked up during this Attempt. Silently ignored once the Attempt has ended:
/// a pickup firing after death is a real event, not an error, and it does not count.
/// </summary>
public void RecordCoinsFound(Coins amount)
{
if (Outcome != AttemptOutcome.InProgress) return;
CoinsFound = CoinsFound.Add(amount);
}
public Coins CoinsSpent { get; private set; } = Coins.Zero;
private readonly Dictionary<SkillId, SkillLevel> _skillsBought = new();
/// <summary>
/// Records a Skill bought or upgraded during this Attempt, at the level it ended up at.
/// Returns false once the Attempt has ended.
/// </summary>
/// <remarks>
/// Affordability is not checked here — it spans the Attempt and the Playthrough's Bank, so it
/// belongs to the caller that can see both. This records what was agreed, not whether it was
/// allowed.
/// </remarks>
public bool TryRecordPurchase(SkillId skill, SkillLevel resulting, Coins cost)
{
if (Outcome != AttemptOutcome.InProgress) return false;
_skillsBought[skill] = resulting;
CoinsSpent = CoinsSpent.Add(cost);
return true;
}
public IReadOnlyDictionary<SkillId, SkillLevel> SkillsBought => _skillsBought;
/// <summary>
/// Ends this Attempt in death. Returns false if it has already ended, in which case nothing
/// changes — a second death event costs no further lives.
/// </summary>
public bool TryEndInDeath() => TryEnd(AttemptOutcome.Died);
/// <summary>
/// Ends this Attempt in completion. Returns false if it has already ended, in which case
/// nothing changes — a second completion event banks nothing further.
/// </summary>
public bool TryEndInCompletion() => TryEnd(AttemptOutcome.Cleared);
private bool TryEnd(AttemptOutcome outcome)
{
if (Outcome != AttemptOutcome.InProgress) return false;
Outcome = outcome;
return true;
}
}

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namespace Mr.BrickAdventures.Progression;
/// <summary>
/// How an Attempt finished, or that it has not finished yet. An Attempt reaches a terminal outcome
/// once and refuses to change afterwards — that refusal is what guarantees one death costs one life.
/// </summary>
public enum AttemptOutcome
{
InProgress,
Died,
Cleared,
}

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@@ -10,10 +10,14 @@ public readonly struct Coins : IEquatable<Coins>
private Coins(int value) => Value = value; private Coins(int value) => Value = value;
public static readonly Coins Zero = new(0);
public static Coins Of(int value) => value < 0 public static Coins Of(int value) => value < 0
? throw new ArgumentOutOfRangeException(nameof(value), value, "Coins cannot be negative.") ? throw new ArgumentOutOfRangeException(nameof(value), value, "Coins cannot be negative.")
: new Coins(value); : new Coins(value);
public Coins Add(Coins other) => new(Value + other.Value);
/// <summary> /// <summary>
/// Subtracts <paramref name="amount"/>. Returns false when the amount exceeds what is held, /// Subtracts <paramref name="amount"/>. Returns false when the amount exceeds what is held,
/// leaving <paramref name="remaining"/> untouched rather than clamping to zero. /// leaving <paramref name="remaining"/> untouched rather than clamping to zero.